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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 407 pages long: 1 50 100 ... 142 143 144 145 146 ... 150 200 250 300 350 400 407 · «PREV / NEXT»
solitaire345
solitaire345


Promising
Famous Hero
posted April 10, 2012 05:32 PM
Edited by solitaire345 at 17:33, 10 Apr 2012.

This one?

UN:C6916020/4/[Sound volume] C6916016/4/[Music volume]
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 10, 2012 05:43 PM

Thank you! This was.

I have a bit of problems with it, as even if used on top of instructions, menu music will not run, but will start once the map is opened. Then it overwrites custom MP settings in GE trigger. The good point is that music starts when map loads, will see if I can handle the bugs, thanks again.
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Bersy
Bersy


Honorable
Supreme Hero
posted April 10, 2012 06:41 PM
Edited by Bersy at 18:42, 10 Apr 2012.

Check icq.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 10, 2012 06:42 PM

Thanks, solved.
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feenor
feenor


Known Hero
posted April 11, 2012 06:50 PM

Anyone has a script to remove all hero's artifacts on first day, incase player picks artifact gift?
I've made a working one with repeating function to get 0-170 random variable, multiply by -1 and use the !!HEx:Avx; set variable back to 0. Then at the end using !!HExA3/0/100; to remove spellbooks, obviously because their code is 0 and multiplying by -1 doesn't work.

Infact the core of my question is probably different, is there a command to perform a function multiple times in ERM? because so far the workaround I've done is to make higher "tier" functions which will perform the lower ones say 10 times, which will do so with the lower one... etc.

Sorry if the question stupid, I haven't posted in this place for like 5 years haha
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JimV
JimV


Responsible
Supreme Hero
posted April 11, 2012 07:07 PM

Open ERM Help and click on the DO receiver, e.g.,

!!DO777/1/170/1:P;

will call the function FU777 with x16=1, x16=2, ..., x16=170.

Your question is not dumb in itself, but trying to use ERM without first reading ERM Help borders on dumb - in my opinion.  There are hundreds of capabilities described in ERM Help which few people would conceive of to ask about, so learning ERM by asking questions about basic things on a forum is ... not the best method.  (Not that I haven't done some dumb things myself.)

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feenor
feenor


Known Hero
posted April 11, 2012 07:36 PM

Quote:
Open ERM Help and click on the DO receiver, e.g.,

!!DO777/1/170/1:P;

will call the function FU777 with x16=1, x16=2, ..., x16=170.

Your question is not dumb in itself, but trying to use ERM without first reading ERM Help borders on dumb - in my opinion.  There are hundreds of capabilities described in ERM Help which few people would conceive of to ask about, so learning ERM by asking questions about basic things on a forum is ... not the best method.  (Not that I haven't done some dumb things myself.)

Thanks, I was looking through the ERM help and somehow didn't notice the DO receiver...
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italo_calvino
italo_calvino


Hired Hero
posted April 12, 2012 06:12 PM
Edited by italo_calvino at 18:13, 12 Apr 2012.

I'm making a scenario, and I was wondering if I can set multiple specialties for a hero?  Or does it just use one and ignore the others if I do that?

For example:

!!HE155:X0/1 X6/8/0/0/0/34/136

This seems to work, but I'm not sure (in the example, I want the hero to have archery specialization and upgrade magi/monks to enchanters.  Just an example.)

What if I do this?:

!!HE155:X0/1;
!!HE155:X6/8/0/0/0/34/136

What if I add even more abilities, like three or more, for example if I try to make a tree of creature upgrades the hero could do, using the X6 commands?, etc.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 12, 2012 06:16 PM

Only the last will be used, can not have 2 regular specialties at same time, unless you custom script them.
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italo_calvino
italo_calvino


Hired Hero
posted April 12, 2012 06:22 PM
Edited by italo_calvino at 19:09, 12 Apr 2012.

Thanks very much for the quick and helpful reply!  Yeah, I figured I'd need to custom script, since I was looking at the scripts in some of Grigor Minchev's maps and the upgrade trees seemed to require custom scripting.

Interestingly, this line:

!!HE132:X0/1 X6/8/0/0/0/34/136

At the very least seems to trigger the enhanced specialty script for archery: i.e. I should doublecheck this, but ranged units get precision, but I suppose not archery percentage bonus, as that is overriden.  However the upgrade definitely works.  That is what confused me.  Guess that's just how the enhanced specialty script which gives archery spec precision is set up?


edit:  Actually I think an artifact might have been doing that?  Sorry for my confusion, and thanks again!
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feenor
feenor


Known Hero
posted April 16, 2012 06:27 PM
Edited by feenor at 20:00, 16 Apr 2012.

Okay, I think those questions are not so retarded and anyway I couldn't find an answer in ERM help.

-Is there any way to make to make a terrain square with an event on it "anchorable"? (so the event triggers when somebody gets off from ship on that square)

-Is there any way to teleport a hero on the boat to the land, the way his boat would be removed from him and he'd be able to move?

-Is there any way to add a sound effect to a timed event (!?TMx; !!SNzx; doesn't work) (FIGURED OUT with !?SN trigger)

-For some reason the !!UN doesn't work with boats (?). Is there any way to place a scuttle boat spell cast on timed event, the !!OW:A command stops the game when placing it on !?TM trigger, and without it the !!OW:S doesn't work
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JimV
JimV


Responsible
Supreme Hero
posted April 16, 2012 07:59 PM

An Anchor Point is an object which will activate the !?OB trigger.  From Erm Help:

FORMAT OB Format List
List and Type of Objects
Alphabetical Order

0 <none>
1 <none>
2 Altar of Sacrifice
3 Anchor Point

(I.e., an Anchor Point is Object Type 3, Subtype 0.)

I have never tried to remove a Hero from a boat.  If I wanted to, I would try killing the Hero (HE:K), then restoring it on land with HE:P and HE:O.  It is possible to move a Hero who is in a boat using HE:P (I have seen that done) but the boat moves also.  So another alternative would be to move the Hero to a small pond where the Hero would have no alternative but to disembark.

I also haven't tried doing a sound effect from a !?TM trigger.  If I wanted to I would first try to replace the "New Day" sound on the fly, using the SN:S? and SN:P commands similarly to the example given in ERM Help.  If that didn't work I might try using the !?TL0 trigger under Era (WoG 3.59 - see the WoG 3.59 ERM Help).

There are several situations in which a certain command will not work under a particular trigger, but will work as soon as that trigger has finished.  The TLx trigger is a real-time trigger that can be set to activate with a delay.  That is, it can be enabled under a TM trigger and then occur one second later.  It is not part of WoG 3.58f, so it can only be used under ERA or Heroes Tournament Edition, or some other WoG 3.59 system.  (Era 2 would be the recommended choice, of course.)

This might also be a way to get rid of an unwanted boat on a certain day.  There are probably simpler work-arounds to accomplish the same map goal (as in the case of moving a Hero who is in a boat), however.

I haven't tested removing a boat with UN:O.  Quoting ERM Help on the UN:O command:
-------------------------
Delete an object.
  $1 = x
  $2 = y
  $3 = Level
Comments:
For this command, x, y and level refer to the lower right corner of the object and not to the trigger square. Sometimes this square will not even appear to be part of the object, so it's best to check in the editor; click once on the object and look for the white rectangle that appears around it--the lower-right square in this rectangle is the square that x/y/l refers to.

When deleting an object the object's type for non blank squares (red or yellow) is set to zero, however the subtype isn't set to -1. Subsequent checks for object subtype at these squares will get a false value. To avoid possible problems, add this line for each square that was marked red or yellow in editor (this may be hard for large objects like towns or mountains):
!!OBx1/x2/x3:T0 U-1; set type/subtype of object at (x1;x2;x3) to 0/-1
-----------------
I notice that a boat is an example of the condition noted above, that the lower right corner of the object is not part of the boat.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 16, 2012 09:55 PM
Edited by Salamandre at 21:59, 16 Apr 2012.

Playing a sound in TM trigger is of course possible, on human turn. Will not work on AI turns (maybe too short?)

Show your code, it is probably wrong.
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feenor
feenor


Known Hero
posted April 16, 2012 10:03 PM

Quote:
An Anchor Point is an object which will activate the !?OB trigger.  From Erm Help:

FORMAT OB Format List
List and Type of Objects
Alphabetical Order

0 <none>
1 <none>
2 Altar of Sacrifice
3 Anchor Point

(I.e., an Anchor Point is Object Type 3, Subtype 0.)

I have never tried to remove a Hero from a boat.  If I wanted to, I would try killing the Hero (HE:K), then restoring it on land with HE:P and HE:O.  It is possible to move a Hero who is in a boat using HE:P (I have seen that done) but the boat moves also.  So another alternative would be to move the Hero to a small pond where the Hero would have no alternative but to disembark.

Thanks, wouldn't ever think that it would count as object. That'd fix my problem, although I'll try the HE:O aswell.

Quote:
I also haven't tried doing a sound effect from a !?TM trigger.  If I wanted to I would first try to replace the "New Day" sound on the fly, using the SN:S? and SN:P commands similarly to the example given in ERM Help.  If that didn't work I might try using the !?TL0 trigger under Era (WoG 3.59 - see the WoG 3.59 ERM Help).

Yeah, I fixed it that way, only flaw is that the sound will play after I close the message that comes with that !?TM trigger (same as the new day sound comes), but that's a minor issue

Quote:


I haven't tested removing a boat with UN:O.  Quoting ERM Help on the UN:O command:
-------------------------
Delete an object.
  $1 = x
  $2 = y
  $3 = Level
Comments:
For this command, x, y and level refer to the lower right corner of the object and not to the trigger square. Sometimes this square will not even appear to be part of the object, so it's best to check in the editor; click once on the object and look for the white rectangle that appears around it--the lower-right square in this rectangle is the square that x/y/l refers to.

When deleting an object the object's type for non blank squares (red or yellow) is set to zero, however the subtype isn't set to -1. Subsequent checks for object subtype at these squares will get a false value. To avoid possible problems, add this line for each square that was marked red or yellow in editor (this may be hard for large objects like towns or mountains):
!!OBx1/x2/x3:T0 U-1; set type/subtype of object at (x1;x2;x3) to 0/-1
-----------------
I notice that a boat is an example of the condition noted above, that the lower right corner of the object is not part of the boat.



I've known this (tried deleting all nearby squares, not just the lower right one as appears in editor - also because in first version I wanted to delete boat which was anchored diagonally, and you can't check that one in map editor) but even with normal, horizontally editor placed and untouched boat the delete doesn't work, the workaround I've found was to change object type/subtype FIRST then use delete function.

Again thanks.
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JimV
JimV


Responsible
Supreme Hero
posted April 17, 2012 12:38 AM
Edited by JimV at 00:41, 17 Apr 2012.

Quote:
... the workaround I've found was to change object type/subtype FIRST then use delete function.


Nice idea.  Good work.  If I ever issue another ERM Help update I'll add that under the UN:O command.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted April 17, 2012 10:21 PM

I'm not very skilled in erm scripting so I may put ridiculous questions,but I'll ask them anyway

About hero specialties,how to change them.I mean to change the spell/skill/creature that the hero gives boosts,for example I want to change the hero ability to give boost to vampires instead of dwarves.

Also how can I make a script to work even without wogifying the map?I made a script that changes some creatures from rampart line-up for Romanian Town,but if I don't wogify the map,it obviously doesn't work.
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JimV
JimV


Responsible
Supreme Hero
posted April 17, 2012 11:18 PM
Edited by JimV at 05:03, 18 Apr 2012.

Both those questions are answered in the ERM Help document, which was written by the WoG Team specifically to teach ERM.  It contains tutorials, examples, and sample scripts, and is a HTML document which contains many cross-reference links and can be searched with a browser.  I will never understand why people who want to learn ERM would rather ask other people who have read ERM Help questions rather than reading it for themselves.  Of course the only versions which I know of are in English and Russian, so there may be a language barrier, but answers here will be in English also.

The ERM command to change Hero Specialties is the HE:X command.  In ERM Help, click on the HE receiver icon, then on the X in the left column to jump to this command:
---------copy-paste from ERM Help---------------------
X#(...);  Change hero's specialty. (see Table 1 below).
# from 0 to 6. The number of other parameters depends on a type of specialization #.  
X...  Extended HE:X command to control specialty settings:

!!HE#:X$1/$2/$3/$4/$5/$6/$7; - get/set/check all speciality settings.
$1...$7 - parameters.

Speciality types (defined by $1)

 $1=0 Secondary skills
   $2=secondary skill number (see Format SS )
  ($3...$7 ignored, preferably 0)

 $1=1 Creatures
   $2=creature type number (see Format C )
  ($3...$7 ignored, preferably 0)

 $1=2 Resources
   $2=resource type (see Format R )
  ($3...$7 ignored, preferably 0)

 $1=3 Spells
   $2=spell number (see Format SP)
  ($3...$7 ignored, preferably 0)

 $1=4 Creatures extra
   $2=creature type number (see Format C )
   $3=attack bonus
   $4=defence bonus
   $5=damage bonus
 ($6...$7 ignored, preferably 0)

 $1=5 Speed and other
   $2=subtype
  ($3...$7 ignored, preferably 0)

 $1=6 Upgrades
   $2=creature 1 to upgrade(see Format C )
   $6=creature 2 to upgrade(see Format C )
   $7=creature to upgrade to(see Format C )
  ($3...$5 ignored, preferably 0)

 $1=7 Dragons
   $2=attack bonus
   $3=defense bonus
  ($4...$7 ignored, preferably 0)

 $1=8 Extra WoG speciality
   $2=subtype
  ($3...$7 ignored, preferably 0)

Comment:
You may use 'd' modifier to ignore unchanged settings: HE:...:X8/2/d/d/d/d/d;
The original syntax (number of parameters < 7) should work as before.

Example.
To check the current settings use:
!!HE#:X?y5/?y6/?y7/?y8/?y9/?y10/?y11;
Note:
If you set it X7/???/$1/$2/$3 (so it will be compatible with X4 syntax), so
??? - no matter (it is a placeholder for a creature type)
$1 is an attack bonus
$2 is a defence bonus
$3 is a damage (low and high) bonus.
-----------end of copy-paste-------------------------------
So to set the standard creature specialty, use:

!!HE(Hero Number, see the table in ERM Help):X1/(creature number - see the table in ERM Help)/0/0/0/0/0/0;

The first Basic Tutorial says this:

------------2nd copy-paste-------------------------
How to...  CREATE YOUR FIRST SCRIPT
Erm For Dummies, by Qurqirish Dragon


The first thing to know is that any script you place in a map must be placed in a Timed Event. That is, in the map editor, go to the Tools menu, then select Map Specifications, and click on the Timed Events tab.

Since you generally will not want the script to appear as a timed event, be certain to uncheck the box that says apply event to human players.

Also, since you will often want to have timed events that do appear to the player, it is strongly recommended that you use a high day number- days 500+ are suggested, since maps seldom take over a year game time to finish, and so it is very unlikely that timed events will be needed here. This conveniently gathers all your scripts at the end of the event list.

Finally, you should give the event a name that describes the script.
Now, put the script in the message portion of the event. You can type the event directly in here, or you can (and this is how I suggest you do it) write the script in the script editor, and copy it into the event.
If you do use the script editor, then be certain to follow the following procedure- this will avoid a very common source of errors:
1) If you have made any changes to the script since you last saved it, then save it again.
2) Select the whole script (ctrl-A does this), and copy it (ctrl-C)
3) Go to the map editor, and paste the script (ctrl-V)

------------------end of 2nd copy-paste--------------

Let me add that usually you should not wogify if you have custom scripts in a map's Timed Events, unless you have used only Unclaimed variables, flags, timers, function numbers, etc. in your custom scripts (see the List of the Claimed in ERM Help), as otherwise there could be interferences.  Wogification gives you scripts from Data\s, but has no effect on Timed Event scripts.  (It neither enables or disables the latter.)

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted April 18, 2012 10:12 AM
Edited by LizardWarrior at 11:16, 18 Apr 2012.

Thank you very much.I can't search in the Erm help because I have windows 7 and the Erm help is not compatible.

Thanks again.

edit:
About changing the specialty text,I know that is used this command:
!#VRz658:S^text here.^;,but I don't know the variables I mean the heroes ID,658 is for hero 22(clancy),what are the numbers of the other heroes,how can I find them?
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solitaire345
solitaire345


Promising
Famous Hero
posted April 18, 2012 02:06 PM

All hero numbers are stored in that same erm help. Format HE, I think.

Could you tell how is ERM help incompatible with windows7? What's wrong with it? Never heard of something like that...
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JimV
JimV


Responsible
Supreme Hero
posted April 18, 2012 02:30 PM
Edited by JimV at 14:32, 18 Apr 2012.

I also have Windows 7, and can open ERM Help with both Internet Explorer and Google Chrome, which are the only two browsers I have.  Perhaps there is some other browser which cannot read it (although it is HTML, which all browsers should read).  As Solitaire345 says, the first priority is to fix your problem with ERM Help.

My updated version of ERM Help is at http://www.box.com/s/nv038pb3shsgnsuuum5a (for WoG 3.58f only).  Solitaire's better (WoG 3.59) updated version comes with Era 2, or he will give you a link to it.  Do you have the same problem with these versions?

In my version, the file index.htm should be opened.  It displays the main page, and links to all the other sections.

I think there are websites which will display an HTML file, if you don't want to try a different browser.

Once ERM Help is open, to get the list of Heroes (either by number or in alphabetical order), I click on the HE receiver then click on the HE (format) link at the beginning of the HE receiver description, but you can also look it up in the right-side index, or click on the right side to list all formats and select format HE.

Because of all the multiple cross-references (links), ERM Help is the best computer manual I have ever used.  Prior to it, my whole engineering career was spent reading paper manuals.  I consider the ERM Help HTML document to be an accomplishment which is on par with WoG itself.

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